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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  base_object_glue.h                                                   */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							|  |  |  | /*                      https://godotengine.org                          */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the       */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including   */ | 
					
						
							|  |  |  | /* without limitation the rights to use, copy, modify, merge, publish,   */ | 
					
						
							|  |  |  | /* distribute, sublicense, and/or sell copies of the Software, and to    */ | 
					
						
							|  |  |  | /* permit persons to whom the Software is furnished to do so, subject to */ | 
					
						
							|  |  |  | /* the following conditions:                                             */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* The above copyright notice and this permission notice shall be        */ | 
					
						
							|  |  |  | /* included in all copies or substantial portions of the Software.       */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ | 
					
						
							|  |  |  | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */ | 
					
						
							|  |  |  | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ | 
					
						
							|  |  |  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */ | 
					
						
							|  |  |  | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */ | 
					
						
							|  |  |  | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */ | 
					
						
							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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							|  |  |  | #ifndef BASE_OBJECT_GLUE_H
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							|  |  |  | #define BASE_OBJECT_GLUE_H
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							|  |  |  | #ifdef MONO_GLUE_ENABLED
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							|  |  |  | #include "core/class_db.h"
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							|  |  |  | #include "core/object.h"
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							|  |  |  | #include "../mono_gd/gd_mono_marshal.h"
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										 |  |  | Object *godot_icall_Object_Ctor(MonoObject *p_obj); | 
					
						
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										 |  |  | void godot_icall_Object_Disposed(MonoObject *p_obj, Object *p_ptr); | 
					
						
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										 |  |  | void godot_icall_Reference_Disposed(MonoObject *p_obj, Object *p_ptr, MonoBoolean p_is_finalizer); | 
					
						
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							|  |  |  | MethodBind *godot_icall_Object_ClassDB_get_method(MonoString *p_type, MonoString *p_method); | 
					
						
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							|  |  |  | MonoObject *godot_icall_Object_weakref(Object *p_obj); | 
					
						
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							|  |  |  | Error godot_icall_SignalAwaiter_connect(Object *p_source, MonoString *p_signal, Object *p_target, MonoObject *p_awaiter); | 
					
						
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										 |  |  | // DynamicGodotObject
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							|  |  |  | MonoArray *godot_icall_DynamicGodotObject_SetMemberList(Object *p_ptr); | 
					
						
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							|  |  |  | MonoBoolean godot_icall_DynamicGodotObject_InvokeMember(Object *p_ptr, MonoString *p_name, MonoArray *p_args, MonoObject **r_result); | 
					
						
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							|  |  |  | MonoBoolean godot_icall_DynamicGodotObject_GetMember(Object *p_ptr, MonoString *p_name, MonoObject **r_result); | 
					
						
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							|  |  |  | MonoBoolean godot_icall_DynamicGodotObject_SetMember(Object *p_ptr, MonoString *p_name, MonoObject *p_value); | 
					
						
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										 |  |  | MonoString *godot_icall_Object_ToString(Object *p_ptr); | 
					
						
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										 |  |  | // Register internal calls
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							|  |  |  | void godot_register_object_icalls(); | 
					
						
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							|  |  |  | #endif // MONO_GLUE_ENABLED
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							|  |  |  | #endif // BASE_OBJECT_GLUE_H
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